本文整理汇总了Golang中github.com/tideland/golib/cells.Event.Scene方法的典型用法代码示例。如果您正苦于以下问题:Golang Event.Scene方法的具体用法?Golang Event.Scene怎么用?Golang Event.Scene使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类github.com/tideland/golib/cells.Event
的用法示例。
在下文中一共展示了Event.Scene方法的6个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Golang代码示例。
示例1: ProcessEvent
// ProcessEvent reads, validates and emits a configuration.
func (b *configuratorBehavior) ProcessEvent(event cells.Event) error {
switch event.Topic() {
case ReadConfigurationTopic:
// Read configuration
filename, ok := event.Payload().GetString(ConfigurationFilenamePayload)
if !ok {
logger.Errorf("cannot read configuration without filename payload")
return nil
}
logger.Infof("reading configuration from %q", filename)
config, err := configuration.ReadFile(filename)
if err != nil {
return errors.Annotate(err, ErrCannotReadConfiguration, errorMessages)
}
// If wanted then validate it.
if b.validate != nil {
err = b.validate(config)
if err != nil {
return errors.Annotate(err, ErrCannotValidateConfiguration, errorMessages)
}
}
// All done, emit it.
pvs := cells.PayloadValues{
ConfigurationPayload: config,
}
b.ctx.EmitNew(ConfigurationTopic, pvs, event.Scene())
}
return nil
}
示例2: ProcessEvent
// ProcessEvent counts the event for the return value of the counter func
// and emits this value.
func (b *counterBehavior) ProcessEvent(event cells.Event) error {
switch event.Topic() {
case cells.CountersTopic:
response := b.copyCounters()
if err := event.Respond(response); err != nil {
return err
}
case cells.ResetTopic:
b.counters = make(map[string]int64)
default:
cids := b.counterFunc(b.ctx.ID(), event)
if cids != nil {
for _, cid := range cids {
v, ok := b.counters[cid]
if ok {
b.counters[cid] = v + 1
} else {
b.counters[cid] = 1
}
topic := "counter:" + cid
b.ctx.EmitNew(topic, b.counters[cid], event.Scene())
}
}
}
return nil
}
示例3: Locked
// Locked represents the locked state receiving coins.
func (m *lockMachine) Locked(ctx cells.Context, event cells.Event) (behaviors.FSMState, error) {
switch event.Topic() {
case "cents?":
return m.Locked, event.Respond(m.cents)
case "info?":
info := fmt.Sprintf("state 'locked' with %d cents", m.cents)
return m.Locked, event.Respond(info)
case "coin!":
cents := payloadCents(event)
if cents < 1 {
return nil, fmt.Errorf("do not insert buttons")
}
m.cents += cents
if m.cents > 100 {
m.cents -= 100
return m.Unlocked, nil
}
return m.Locked, nil
case "button-press!":
if m.cents > 0 {
ctx.Environment().EmitNew("restorer", "drop!", m.cents, event.Scene())
m.cents = 0
}
return m.Locked, nil
case "screwdriver!":
// Allow a screwdriver to bring the lock into an undefined state.
return nil, nil
}
return m.Locked, fmt.Errorf("illegal topic in state 'locked': %s", event.Topic())
}
示例4: ProcessEvent
// ProcessEvent stores and flags the event in the event scene.
// So other code parts using the same scene can wait for the signal.
func (b *sceneBehavior) ProcessEvent(event cells.Event) error {
scn := event.Scene()
if scn != nil {
err := scn.StoreAndFlag(event.Topic(), event.Payload())
if err != nil {
return err
}
}
return nil
}
示例5: Unlocked
// Unlocked represents the unlocked state receiving coins.
func (m *lockMachine) Unlocked(ctx cells.Context, event cells.Event) (behaviors.FSMState, error) {
switch event.Topic() {
case "cents?":
return m.Unlocked, event.Respond(m.cents)
case "info?":
info := fmt.Sprintf("state 'unlocked' with %d cents", m.cents)
return m.Unlocked, event.Respond(info)
case "coin!":
cents := payloadCents(event)
ctx.EmitNew("return", cents, event.Scene())
return m.Unlocked, nil
case "button-press!":
ctx.Environment().EmitNew("restorer", "drop!", m.cents, event.Scene())
m.cents = 0
return m.Locked, nil
}
return m.Unlocked, fmt.Errorf("illegal topic in state 'unlocked': %s", event.Topic())
}
示例6: ProcessEvent
func (b *collectBehavior) ProcessEvent(event cells.Event) error {
switch event.Topic() {
case cells.ProcessedTopic:
processed := make([]string, len(b.processed))
copy(processed, b.processed)
err := event.Respond(processed)
if err != nil {
return err
}
case cells.ResetTopic:
b.processed = []string{}
case cells.PingTopic:
err := event.Respond(cells.PongResponse)
if err != nil {
return err
}
case iterateTopic:
err := b.ctx.SubscribersDo(func(s cells.Subscriber) error {
return s.ProcessNewEvent("love", b.ctx.ID()+" loves "+s.ID(), event.Scene())
})
if err != nil {
return err
}
case panicTopic:
panic("Ouch!")
case subscribersTopic:
var ids []string
b.ctx.SubscribersDo(func(s cells.Subscriber) error {
ids = append(ids, s.ID())
return nil
})
err := event.Respond(ids)
if err != nil {
return err
}
default:
b.processed = append(b.processed, fmt.Sprintf("%v", event))
return b.ctx.Emit(event)
}
return nil
}